Sisyphean Flash by mikolak
So you survived the last fleet engagement. Lucky you. Your ship is also mostly intact, and features state of the art self-repairing and self-augmenting abilities. Even better.
What's not so great – your FTL drive is on the fritz. Every 10 seconds it will jump back and forth between some random empty patch of space... and a location within the area of your fleet's last disastrous battle, crawling with enemy ships.
For more good news, the hostiles get progressively better at estimating your next jump location – meaning more numerous, and more lethal things that try to kill you.
TO START PLAYING
- Download the right archive for your operating system.
- Unzip the archive.
- Run the executable (
game.exefor Windows, and so on).
HOW TO PLAY
Every 10 seconds you jump between a safe area, and combat.
Use WASD to move. Use the Left Mouse Button to shoot (your weapon has a cooldown).
In combat, you gain Scrap for kills. You can use this Scrap to heal yourself and upgrade your ship in the safe area. To do this, use the 1-5 number keys. The effects and costs are displayed in the lower-left corner.
Every safe-combat cycle, the fight gets harder. This may mean more types of enemies, more enemies overall, faster hostile ships, and so on.
Your goal: survive as long as you can. The Game Over screen will show the number of "waves" you survived. To replay, restart the game.
Here's what you can expect to encounter:

Some notes on that:
- Ramming enemies will attempt to... ram you, and self destruct, dealing damage.
- EMP projectiles will progressively slow you down. The slowdown will reset after a cooldown with no EMP hits. Yes, this means you can be permanently stun-locked until the next jump!
Known issues:
- the game download is huge (200MB) – very sorry about that, tried to optimize but ran out of time!
- ~~the game wasn't tested to run on Windows (again, no time) – let me know if the comments if you have any issues with the Windows package~~ There was an issue with the packaging configuration - a fixed version is now attached, and the Windows version should be working alright now!
- there is no out-of-bound clearing of projectiles, so the game will slow down and probably eventually crash
- related to the above, you absolutely can disappear off screen, in that case you have to steer yourself blind; fortunately, the enemies will still only spawn in the play area
- as noted in "How To Play", you need to restart the game to play again
- yes, the numeric order of the upgrades is shuffled (the numbers themselves are correct)
This is a very simple game, and, of course, only about 50% of the complexity that I had planned (and 10% of what I potentially had in mind) is actually in there. Nevertheless:
HAVE FUN :smiley: !
Ratings
| Given | 23🗳️ | 24🗨️ |
The camera following the player can improve the gameplay. The player also moves very slowly, making it difficult to dodge enemy attacks.
I like the inertia on the movement, and the concept of switching between the safe and unsafe zones is interesting. At the moment, the game is quite basic and buggy. Could use some SFX, some nice background to tell the player he's in space (to match the movement inertia), some more interesting graphics, some area limiter (so you can't just disappear into a vacuum of space), some visual feedback on damage and on choosing the upgrades - but I bet you know all this :wink:
Congrats on having a playable game in jam time! That's already a big thing - especially alone.
Good idea!
Yeah, all the remarks so far list things that I expected, and had planned to implement/change. So, at least the good news is I was on the right track ;).
- UI should be sorted according to the key from 1-5
- No bought feedback
For the gameplay part, I guess other people have reviewed most of the issue that I've found.
Nice job anyway, but don't forget to create a player boundary to not go off the screen too far.
Somehow my mothership got stuck continually moving to the right after the third wave which made the rest quite easy as the enemies were nowhere near me. until it eventually crashed
`Caused by: java.lang.RuntimeException: Invalid contact spec!` (linux version)
Got this crash on my second attempt too.
The upgrades not being in order was odd.
@alex-de-la-cour : regarding your suggestion, originally there was a plan to have a salvage collection element - this would fill up the remaining time in the fight phase and would force prioritizing actions in later waves.
@someone : one of the many, many things that didn't make it due to me being unable to put in sufficient prep time was minimizing the distribution. 90% of the game archives' contents is actually the full Java Runtime. Minimizing both that and the archive of the game itself (`game.jar`) would reduce the size to something like 30 MB.
Interesting that you got that exception. I suspect it's because one of the objects got destroyed between the collision itself and its handling code. Thanks for reporting that!